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Node Radar - by ThPi

Shows the herb and ore nodes that really exist around your character on a screen-centred radar, so you stop riding past the yellow dots on your minimap. Every icon is confirmed live, not guessed from a database. Requires GatherMate2 with imported data.
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NodeRadar-v1.2.0.zip

File nameNodeRadar-v1.2.0.zip
Uploader
ThPiThPi
Uploaded
Sep 11, 2026
Downloads
42
Size
50.2 KB
Flavors
ClassicClassic TBC
File ID
8859529
Type
R
Release
Supported game versions
  • 2.5.6
  • 2.5.5
  • 2.5.4
  • 2.5.3
  • 2.5.2
  • 2.5.1
  • 1.15.9
  • 1.15.8
  • 1.15.7
  • 1.15.6
  • 1.15.5
  • 1.15.4
  • 1.15.3
  • 1.15.2
  • 1.15.1
  • 1.15.0
  • 1.14.4
  • 1.14.3
  • 1.14.2
  • 1.14.1
  • 1.14.0
  • 1.13.7
  • 1.13.6
  • 1.13.5
  • 1.13.4
  • 1.13.3
  • 1.13.2
  • 1.13.0

What's new

v1.2.0

Fixed

  • Nodes indoors were almost all missed. Caves and buildings use a different minimap scale — 300 yards across where open ground is 466 — and which one is active shows only in comparing the current zoom against two settings that hold the same value by default. That comparison always read "outdoor", so every sample point landed a third too close to the centre: further off than a blip is wide. The scale is now established the way the client allows, on entering and leaving.
  • One node could be drawn twice. Four things caused it, and all four are fixed. Candidates were grouped into one sample point only within four pixels while a blip's hit area measures around six, so two candidates five pixels apart were probed separately and the same blip answered both. Within a pass a node id already found could be credited again from a sample point inside that same hit area. Across passes the credit changed hands as the player moved, leaving both hits alive at once. And a tooltip went to the nearest candidate of that id anywhere in range, across cluster boundaries — it now goes to the cluster the sample was aimed at, and a probe only counts when no other cluster sits closer to it.
  • A gathered node no longer lingers on the radar. The same misattribution let a neighbouring vein of the same kind keep refreshing a candidate whose own node had been mined, so its icon never expired.
  • A tooltip is no longer thrown away because no candidate carries that node id. The fallback that hands such a find to the probed cluster only applied when that cluster held exactly one candidate, so a gold vein spawned on a spot the database calls something else went unshown.
  • A node appearing where a spot read empty is noticed as soon as there is capacity. The fixed cooldown before asking again is gone: what a pass can carry is capped and the longest-unasked spot goes first, so the rate per spot falls by itself as more candidates compete instead of being fixed in advance. A candidate new to the range is asked at once and keeps priority for ten seconds, since the client draws a blip at its own pace and nothing announces it.
  • A confirmation cannot be frozen indefinitely. The hit clock stops while scanning is impossible so that a camera turn does not empty the radar — but a held mouse button stopped it for as long as it was held. A confirmation now expires after thirty seconds of wall clock regardless.
  • Sample points are visited nearest-first. Measurement is accurate where the minimap barely moved between two samples and drifts where it jumped far, so the order within a pass is chosen for short hops — cutting the average jump from 38 to 13 pixels without costing a single extra sample.

Changed

  • Target and focus markers, quest arrows and foreign addon pins are hidden during a pass. Three things were getting through. A pin can opt out of the minimap's alpha with SetIgnoreParentAlpha, which is exactly what an addon does to stay visible on a hidden minimap — that opt-out is now cleared for the duration of the pass, across the whole frame tree, so pins from addons this one has never heard of are covered too. A marker anchored to the cluster beside the minimap is not reached by its alpha at all, and is now dimmed directly and restored afterwards. And the quest, tracked-location and corpse arrows were skipped because the client offers no way to read their texture back; they use one known path, so they are blanked like the rest. Party and raid blips remain: this client has no SetClassBlipTexture, and they are drawn outside the frame tree where nothing else reaches them.
  • Every pass records what stayed visible on the minimap. /nr debug lists any frame still on screen once the hiding has run, with the alpha it actually has — so a leftover marker is named instead of guessed at, and an empty list means whatever remains is drawn by the client where no addon can reach it.
  • /nr sweep replaces /nr blip. It rasters the whole scan range and reports every blip it finds — position, the spread of its hit area, and the nearest candidate the database offers — which tells a missing database entry apart from a wrong coordinate and needs nothing confirmed first. /nr minimap and /nr sweep open the same copyable window as /nr debug.

Compatibility

  • Listed for Classic Era as well as Burning Crusade. The addon ran on 1.15 clients all along but declared only the Burning Crusade interface version, so it showed as out of date there.

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